Merge pull request #519 from NQNStudios:sounds
* Changed shop purchase sound effects where Yum! definitely didn't fit. For alchemy, mage spells, and priest spells, I made the sound the same as the sound when you perform those actions. I figure this actually makes sense because the teacher would show you how to do the thing. * For skill training, I made the sound be the same as leveling up. I think this makes sense. * When something is too heavy to pick up, the "Argh!" labeled as 'Action Failure' in the editor sound picker makes a lot of sense--you tried to pick it up and were frustrated. * I changed beep() so every platform just plays sound effect 1, the one labeled "low beep" [here](http://openboe.com/docs/editor/appendix/Sounds.html) that's labeled "Cancel target lock" in the editor picker. I think this reasonable. * Removed `ding()` which was an unused alias for `beep()`
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@@ -16,6 +16,8 @@
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extern sf::RenderWindow mainPtr;
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extern void showError(std::string str1, std::string str2, cDialog* parent = nullptr);
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extern void play_sound(snd_num_t which, sf::Time delay = sf::Time());
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// TODO: I'm sure there's a better way to do this (maybe one that's keyboard layout agnostic)
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// The proper way would involve use of the TextEntered event
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char keyToChar(sf::Keyboard::Key key, bool isShift) {
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@@ -225,6 +227,7 @@ std::unique_ptr<sf::Image> get_clipboard_img() {
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}
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void beep() {
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play_sound(1);
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}
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void launchURL(std::string url) {
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